Interview with Luke Ahearn [LukeA]

Interview with Luke
Ahearn [LukeA]

I was informed that one of our vendors here at Renderosity had
designed the artwork for a recently released iPhone app, called
Ticky Tacky. Being curious and wanting to know
more about the app, the work that went into it and more about the
artist/vendor himself, I contacted this member for an
interview.

Meet Renderosity Artist and Vendor, Luke Ahearn, better known here on
Renderosity as member LukeA. Luke has been in the digital industry for some
twenty years now, working in games, magazines, and authoring
several books. Luke's venture into creating and selling content
here on Renderosity even earned him the honors of Vendor of the Month in August of 2009. So, let's see
what he's been up to and how he got involved in the development of
games for the iPhone/iPad.

Jeff Preston

So, Luke, lets's dive right in and perhaps you could tell
us about your contribution to the recently released iPhone app,
Ticky Tacky and how this came about.

I am half of a two-man team. So far, my partner Jeff Preston
(pictured at right) and I have created four iPhone/iPad
game apps: Nymbus, Ticky Tacky, Ticky
Royale, and Ticky Holdem. We also have several more
in the pipeline. Together, we design and develop each game. We are
both experienced enough with game and software development that we
can do all that needs to be done for a full featured game in a very
short time. While my expertise and focus is on art and Jeff's is
programming, we are both involved in the design, game play,
marketing and distribution of the apps.

Nymbus was our first app and was very ambitious by any
standard – it was our trial by fire. We then began developing a
franchise of card games based on the Tic-Tac-Toe board. The first
was Ticky Tacky, followed by Ticky Royale and
Ticky Holdem.

So, Nymbus was apparently successful enough to
fuel your continued work in cell phone games. As you say
Nymbus was your "trial by fire," was this
experience a whole lot different than what you've worked on
before?

This is the first time I worked on a project slated for the
iPhone/iPad using the iOS. It really is a dream to have one
consistent set of technical specifications and then focus on the
art.

With Nymbus, I wanted to expand the player's experience
beyond a flat 2d window on the world, to a full adventure that
requires a map to navigate it. First, I created a highly detailed
map that contained 10 areas, and for each area we had five levels
of progression from the entrance to that area to the end, usually
located on the edge of the map. I had to create 50 unique pieces of
art for all the places represented on the main map. I created the
map and the art using many of the same 2D and 3D assets on both. As
the player progresses through fairyland, the setting for each level
corresponds visually to the map. As the level for each area
increases in difficulty, the art reflects the fact that the area
the player is moving into is less traveled and more dangerous.

In developing games for cell phones, are there any
special problems/restrictions you face?

Yes, and mainly it is the limit to the size and amount of assets
you can use. A mobile product that is small in file size, and
therefore quicker to download and start playing, will be more
popular. One of our challenges with Nymbus, due to the
large amount of assets, is the file size, which is 65 MBs. This is
after we aggressively removed a lot of sound effects, music,
multiple characters, additional background art for the storyline,
and more.

When I started to work on the Ticky franchise, I spent a lot of
time planning an asset base that would be compact and small, but
offer a lot of variety when we used it. The biggest savings I came
up with right off the bat was to do away with the standard practice
of creating 52 or more separate cards to represent each card. I,
instead, created one card backing, one set of card suits and a font
set. This is an incredibly small asset base and we build the cards
on the fly. This also allows us to animate and customize the cards.
In fact, I starting stepping away from the standard card game
computer setup as we know it. We are using computers here, and most
developers are still laying out card games like they have an entire
table top to work with. They are obeying the rules of the physical
world. In the computer, cards can fly, change size, etc... We take
full advantage of that.

How well has your card game franchise been received?
Will there be more of this type, or are you looking into other
types/genres?

So far, we have launched three Ticky titles in the last few
months and they are all getting major recognition for the unique
game play, layout, and art. We have a long list of games in the
pipeline of various genres and are putting one more Ticky title out
before doing something different.

With all your work experience, including a time at
Electronic Arts, what aspect of game development have you enjoyed
most?

I love the feeling of seeing what I create being used in
conjunction with other people's creation. With Jeff, this feeling
is the best yet. His code and implementation, with my art and
design, is awesome. I mean, the finished product is so much greater
than the separate parts. No matter how good I think my art is,
after Jeff has integrated it into a game, it always looks so much
better. It is extremely rare to find a programmer with a good sense
of color, composition, etc... When you create art for a game, you
often rely on the programmer to place it in the game, create the
movement and reactions, and other details that most get wrong. Jeff
usually nails it.

What software is currently in your digital toolset, and
what do you get the most work out of?

I primarily use Poser, 3D Studio MAX, and Photoshop. I get the
most out of Photoshop by far, and while I may not use Max for weeks
on end and have no need for Poser for stretches of time, I am
always using Photoshop. There is also a long list of software I
occasionally use for work on terrains, Shaders, parametric
creation, particle effects, and more… on occasion, I will use
Mudbox (Autodesk's version of Z-Brush). In my soon to be released
Fantasy Inn, there are several objects I used the 3D sculpting
software on.

How did you originally find Renderosity?

I think you found me. I know several sites approached me a few
years ago about selling art and I think Rendo was one of them.

As a Vendor here on Renderosity, with a great selection
of products in your store I might add, are there
any tips you could offer other digital content
creators?

Remember you are creating a product, not an artistic expression.
If you want to only express yourself, then do so and put your work
in the gallery. If you want to sell product, you have to give the
market what it wants and needs. Study the sites to see what sells,
and create something that is an innovation or improvement on
current products.

Get people to look at your stuff and get feedback.

Start small. Create a small product, or part of a larger set,
and go through the process once or twice. Create a texture set for
a popular outfit or set, create props for a popular set - these are
small ideas that can sell big if they expand the usefulness of an
already popular item. My big mistake, at first, was thinking that
creating the art is all I had to do. I created some really
elaborate set, but couldn't get it packaged right. It took me a
year to get back around to figuring things out. I still can't
believe how messy and difficult it is to create content for
Poser.

How did you initially get into the business of game
development, and is there any advice you could offer to others
looking to do this kind of work? Further, what's going to get that
person in the door?

My story is a long, weird one, so I won't tell it. The best
advice I have is get really good at what you do and all that other
stuff won't be so important. Don't fret over your resume format or
other non-essential details, master your craft. Presentation is
important, but don't waste time on it; wash your hair, brush your
teeth, trim your nails and have your resume proofread.

Enough about work, tell us what you enjoy doing outside
of work.

I am the leader of a local outlaw biker gang called the Wild
Rebels. We love kicks man. It's all for kicks. We live for kicks
and we ride for kicks.

With much thanks to
Luke for taking time out of his busy schedule for this interview,
we encourage you to check out more of Luke's work, with a browse
through his Renderosity Gallery, Store, and also his own website.
If you are interested in game development, Luke has also authored
several books on the subject, including his latest: "3D Game Textures: Create Professional Game Art
Using Photoshop, Second Edition," published by Focal
Press.

Article Comments

Awesome interview! Loved hearing about what you are doing now. The games look really eye-catching. Congratulations!!

renecyberdoc ()
posted at 8:01AM Mon, 21 March 2011

great artist and i most like all his stuff especially the sleazy bathrooms and the grunge hehehe,but also his circus line on rdna. and i wish you a huge success with the new challenge of creating games and apps. my respect to you.

JeniferC ()
posted at 10:18AM Mon, 21 March 2011

Wow! Very interesting set of skills you have. Cool to see that you do more than just creating 3d models (which are really great). Ok, I've downloaded the Ticky Tacky to my iPhone but haven't actually started playing yet. Can't wait to find some time to play with it. Design looks great. Best wishes on your latest developments!

KimberlyC ()
posted at 12:11AM Wed, 23 March 2011

Wow.. very interesting. I'll have to go download the games to my IPhone! Keep up the awesome work. I look forward to seeing more from you. :)

Anagord ()
posted at 2:15AM Wed, 23 March 2011

Your game is fantastic.By the way I've learned a lot from you by giving your advice in the forum.Thank you.

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